Yes, you can expect modern games to use any and all tricks available to squeeze performance. Imposters are an example of a LOD (Level of Detail) technique, which is standard in all game engines.
Yes, you can expect modern games to use any and all tricks available to squeeze performance. Imposters are an example of a LOD (Level of Detail) technique, which is standard in all game engines.
"The engine also used two other big tricks to lower the poly count: The most famous was "object caching": While rendering objects, the distant ones would be rendered to a cache and drawn as sprite on a quad. This trick originally resulted in mixed results since the mesh would remain a sprite too close from the player and changed from 2D to 3D in a very noticeable way as see in the two next images" (http://fabiensanglard.net/trespasser/index.php)
There are also tricks using a lower temporal resolution - for example giving fewer ticks per second to the logic or animation of entities further away/out of sight.